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Silver_fox

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Posts posted by Silver_fox

  1. There are two types of reviews for this game, the first type is from people who never played the original and judge game based on its merits, and the second type is all the people who remember the first two games and are crucifying it for what its left out.

    I also have a feeling that there are two types of reviews for the game, but not the ones you listed. I feel that one type comes from people who expected an RPG and people who bothered to complete the game, and the other is written under the first impressions by people who were more willing to get the review out sooner than to make it entirely comprehensive. As to why - all of reviews except for "old fan's rage" ones mention that the game has good dynamic start. But then the more serious ones mention that it shows all it has to offer in the first couple of hours, and all subsequent levels are just repetition of the same. Even a character class change does not bring much variety to gameplay, because all characters play about the same, so the game becomes stale and boring soon enough.

     

    Does the community patch work with steam version?

    From what I remember, it does. Its developers sure did test it on the Steam version.

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  2. For me it was enough to look at the Steam user reviews here: http://steamcommunity.com/app/247950/reviews/?browsefilter=toprated&filterLanguage=english

     

    Out of English, Russian and German opinions, almost all are of "negative" "don't buy" kind, and even those that are posted with thumb up turn out to sound negative in the message text (maybe people just forgot to change the icon to negative). The most positive opinions I've seen so far are along the lines of "If you like action packed combat you can spend some fun hours here. If you look for another Sacred 1 or Diablo, this will be the wrong game for you."

     

    Honestly, even the games that are not liked by critics tend to get more positive Steam reviews that Sacred 3 got so far. Maybe that would change with time, as now the forums are filled with rage of old fans who preordered the game. But I don't think that if more that a few people called the game boring and able to occupy you for only a brief period of time it would get a solid fan base no matter how much time passes.

  3. The wait for the last two chars to be released was worth it. You did a great job on them. I especially like how TG's new CAs look in the description. Maybe Lost Fusion aspect would become more playable by itself now. DM's changes also sound good. There does not seem to be a way to keep the shifted shapes equally balanced for the whole length of the game, except maybe for the way Llama took in his mod, by making modifications that change the creatures you shift into. But that takes away modification opportunities, so does not sound very attractive. Otherwise, DM's modified spells look like a way to make him more fun to play.

     

    Ugh, it's so crummy. I replaced it with glee. Enjoy yourself though. :)

    Consider my reply to be made out of general doubt about the usefulness of summons. I agree that Ruinous Onslaught is not the best CA around, but Death Warrior SW is so much a powerhouse he does not look like the one who desperately needs a meat shield companion. Though I'll give the horned guy a try, who knows, maybe I'll like him after getting to know him better ;)

     

    I don't think I did a very good job presenting Sonic Vortex...

    I considered consolidating the Seraphim's two energy shields into one, but I think they actually managed to make them different enough that they would have different uses. So I kept them separate, but splitting them up into different aspects is not an idea that I like.

    Then it's OK. I can't say that I really like the idea of splitting the shields between aspects, I just was a bit concerned about the possibility of losing one of the tech aspect's main features. Originally it was well rounded with one-target boss-killing CA, Area of Effect CA, shields and BFG. Squeezing another kind of CA in meant either losing some opportunities or moving out one of the shields, because these were the only CAs within aspect that overlapped in function. But as the new CA can fit in the old role, there is no functionality lost and no change required.

     

    Though, of course, no change is REQUIRED or even needed anyway. I'm not trying to criticize your work, or to make you change something. I understand that it's your personal mod and your vision of what the game's CAs should look like. This vision may match that of the others or not, but either way it brings an alternate way for the game to be played. So I'm just voicing my praise about the things that sound exiting and concern about the things I doubt for the sake of conversation. Besides, it's always good to have any possible concerns dispelled just by asking about them, as in case with changes to Revered aspect.

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  4. I'm anticipating the reveal of TG and DM, because these two are the characters who look like they need CA rework more than the others. So far, I'd say that reading about all the ideas and changes (including the ones that did not work) is very inspiring. Looking at your work here gives me more understanding of what is possible within the game and I find myself thinking what I would do if I decide to make a spell mod.

     

    As for my impressions of all the new and reworked CAs: There are many ideas here that I like a lot, but others are a very high-quality example of something that just is not my cup of tea. Not that you did something badly, but in some cases I see more use in the original versions of the aspects than in modified ones. When I read your descriptions, I often find myself thinking that I'd like to keep many of your changes but would like to make some of replacements and aspect switches differently. So I think I'd be trying out all new CAs and keeping bits and pieces for my setup, if you don't mind such partial use of your work.

     

    I know that I won't be running this mod as a whole because some of the cornerstone concepts are not to my liking: I never much liked summons in Sacred 2, because their AI is not stellar and with my playstyle they are more of a hindrance than help. Some of the more unusual summons like Inquisitor's Doppelganger who can have your CAs and weapons are fun, but for most of the classes I just can't see the use of summoning abilities. It's just my personal opinion, and I know that there are people who would like having AI allies.

     

    I like your treatment of Twisted Torment and Black Curse, and I'm curious as to how you changed Viperish Disease. This CA went through many changes throughout the official patches and was nerfed in CM, so I wonder where your version stands in comparison (I know you didn't keep track of all Sacred 2 versions, but at least in comparison to I&B and CM). A trap CA is an interesting idea - I'm not quite ready to trade Forest Flight for it, but Dryad has other things that look expendable to me (the same VD, unless your version of it managed to strike the middle ground between "useless" and "feels like exploit").

     

    I really like your SW changes as well, though as a person who does not favor summons I'd probably try keeping Ruinous Onslaught. But all other changes look good and personally I won't miss Shadow Veil. SW is a very strong character by himself and invisibility makes him boring.

     

    Same with Inquisitor - most of the changes are great, and I like the idea for the summoning spell that acts similarly to Divine Gift. Ker's gift was an unusual idea, but a prospect of suddenly having a new boss against you was never really attractive. In Inquisitor's case, tricks with Mortifying Pillory can make the summon into a moderately good meat shield after the time runs out, so it may be fun to try out. I don't mind adding summoning spells to Inquisitor, because with Doppelganger and Inexorable Subjugation he is the main summoner of Sacred 2 character cast already. Though personally, I'd prefer Raving Thrust over Eruptive Desecration. Neither is a major damage dealer, but at least RT does not depend on environment (corpses) and does not become useless in Whisperwood and nearly so in Swamps. Then again, it's just a personal preference and other people have different opinions, besides, Eruptive Desecration has more original concept.

     

    With the Seraphim, my feelings are more mixed. Unlike you, I never felt that Archangel's Wrath fits into Celestial aspect. This CA has some synergy with BFG and with weapon-based characters, but none with magic aspect. In Celestial, Archangel's concurs with Baneful Smite, as both of them are single-target CAs. At the same time, without Archangel's Wrath, RevTech loses its main damage dealer and is left without sniping CA at all, forcing you to go Celestial unless you want to spend the playthrough boringly pelting everything to death. With this CA gone, Exalted/Revered hybrids would have to rely mostly on Exalted for offense, and go into Revered only for shields, making them much less fun to play. There is Nova of course, but without many points in Rev Lore, Nova does not do much damage, and for hybrids pouring a lot into the skill for the sake of one moderately effective CA does not make that much sense. The new Revered CA sounds interesting to try, but looks like an Area of Effect debuffer rather than damage dealer, so it's a useful thing to have but not a replacement function-wise.

    If I was moving something out of RevTech aspect, it would have been Divine Protection, because having two shield-based defensive CAs next to each other looks a bit excessive, considering the lack of defense in other aspects (especially since you removed Hallowed Restoration). And its graphic effect does not even look technology-themed. With its red design, it might have been considered for Exalted Warrior originally. Though I know that other people might disagree with this point.

     

    All in all, thank you for working on this mod. It would bring much desired variety to people who are not into modding themselves, and give new ideas to those who are. Now I'll be waiting for the changes in the last two characters' arsenal to be announced.

    • Like! 1
  5. Still no hat :(

    I'm sorry, SX. It's just that when you mentioned the hat, the development of v1.2 was pretty much finished. All items with unfinished models and textures were set aside and sheduled for the next release. I had a lot of such things that I would have liked to finish, but Flix persuded me to draw a line somewhere and call for a release. I promised you to make the hat, and it would be made for sure. But in the next version. I think you won't have to wait for several months till the next release though. As soon as I wrap up more of half-finished items, I might just as well call for v1.3.

     

     

    A LONG time ago, there was an old SSI game I used to play called Eternal Dagger. My mention of the spear was a reference to a spear you could purchase in the game that had ice damage along with the chance to paralyze. Such an item, even if given "Chance to stun" would probably be too powerful for Sacred 2. The game also had a +7 greatsword, which was the best possible weapon you get if you knew where to look. In the game, +6 items were the best that could be had thru enchantment. And in the previous game, you had the Wizard's Crown. It was an item that let you cast lightning, improved the spell casting, and had high defensive bonuses.

    Can you show some pictures or offer descriptions of visual designs that might fit these ideas? A good greatsword and a Unique or Legendary helmet can be a good addition. It's not really possible to make an item grant you a spell your character does not have, but maybe an All Combat Arts bonus can replace a property that gives you a Lightning CA... not fully but at least partially. As for the spear, if you remember the name and appearance, maybe something can be made, if you don't think it would overlap with previously made items. And by the way, I have two new scythe models made, and two more in process, so maybe the next version would grant your request for more scythe weapons.

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  6. Thanks for sharing this, Dragon Brother. I don't plan to buy the game now or later, but its release is still a notable event for this community. I also think that the Malakhim class won't stay pre-order exclusive forever. It's just too big a piece to keep it this way. They probably made it so for now, so that while the game is still new those who pre-ordered felt they have a superior version. But as even Deep Silver expects the game to be relatively short-lived, I guess they'll release this class as a paid DLC once the hype goes down. Or maybe it would be included into some kind of Gold version, to encourage people who don't have this class to buy the game again. Anyway, I think that there would be time when you'd be able to buy S3 full and with discount. In fact, I won't be really surprised if it happens during the nearest big Steam sale.

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  7. The visuals are striking. These icons make me wonder how different the CAs behind them are from the original versions. I understand that in cases of icons that do not match the original CA the answer is "Completely". But what about those that look fitting? Adjusted innate properties? Different modifications? I guess it's possible, but when did you find time to make a complete spell overhaul? Or maybe some are still the same but just received new icons so as not to stand out as poor relatives? Of course, we'd find that out soon enough. Consider my questions rhetorical.

     

    I think I recognize three CAs you mentioned making when you posted a topic about unused and deactivated spells. Sound-related CA for debuffing enemies which you might or might not named "Sound Vortex" probably would make an appearance in Celestial Magic, considering the icon which features a battle cry of sorts. And looks like you made a buff for SW's minions into a replacement for Shadow Veil just as you planned when you described "lost" CAs (the icon to the left of what is probably a modified Nether Allegiance looks like a prefect match to the visual effect of this deactivated buff). And a Venomous Trap for the Capricious Hunter tree, instead of Forest Flight.

     

    Another immediate thought is that one icon in the modified Lost Fusion tree makes me thing about Summon TG spell from Llama's mod. Maybe you did something similar here? Maybe not. But if I was remastering Lost Fusion, I'd probably put a buff of sorts into it.

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  8. I think that TPOMax value is taken from the Camera Settings interface and written into options.txt (this file is changed every time you launch the game), so maybe you can change it from there. In my options.txt TPOMax = 40, but I'm not entirely sure that it's the default setting.

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  9. Thanks for making and sharing this mod, Flix. I know that you are a musician and generally have good taste, and that you care about keeping an atmosphere of Ancaria and bringing in only the things that fit, be it graphical or conceptual designs. So I'm sure that the music you choose would increase the variety of in-game tracks without disrupting anything. I think I'll give your music mod a try when I'll be testing the new version of the Item Mod this weekend.

     

    And Gogo is totally right about your descriptions. Some of them made really me want to hear the tracks that give you that feel and create such atmosphere.

     

    Special thanks for choosing a different tone for the additional tracks of Cursed Forest music. This place has some eerie beauty, not just horror feel, and I'd be glad to hear some tunes that emphasize this feature of the place.

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  10. Some players consider the number of hits Darting Assault does with Magic Staff equipped to be I&B exploit. However, it was never patched out, so many PC players build their Dryads around it.

     

    So on XBox, you would not fire that many arrows, and you just can't fire into opponents who are that far. However, this picture illustrates that even in Fallen Angel or on console Darting Assault can hit quite a few opponents (the player in this picture uses blowpipe).

    Dafull.jpg

  11. Oh, I haven't realized you were playing on console, because your profile says PC as platform. I'm afraid on console this particular build won't work because it was made for I&B add-on and relies on two features added with it. One such feature is that the Dryad got an opportunity to take weapon skill for Magic Staffs (sometimes called Staff Lore) and the other is that in I&B Magic Staffs shoot projectiles if a character has the skill for them. On console, you can get similar result by using the same Darting Assault with Bows, but still the range would be smaller.

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  12. Well, it did not turn out as I originally expected it would, but it does not look any weaker than that.

     

    At first, I thought that having Direct Damage X% makes your damage consist of X% that are not modified by enemies' armor and (100-X)% that are. But that would have given smaller damage increase and way less uniform between differently armored enemies. The way it looks in tests, you still have 100% of damage calculated normally + additional X% that ignore armor. So in a way my test results surprised me.

     

    The testing is still incomplete. For example, I'd like to know if this additional damage is affected by opponent's Damage Mitigation. But for this I'd need to test it on some opponents with known mitigation values (most probably by slapping mitigation on Sloeford Wolves).

     

    And well, I'm not claiming it to be 200% correct, just trying to make a theory that would explain the damage I'm seeing.

  13. As Virian said, the most effective characters in Sacred 1 are narrow specialists, but in my opinion they are rather boring to play. The Wood Elf is an effective fighter with only Multiple Shot and Penetrating or Explosive Arrows, and maybe only one rune in Quick as a Flash for faster movement. But you don't have to be super-effective to beat the game without troubles and to have fun exploring Ancaria. So most of my characters use 5-6 CAs, 2 or 3 for damage, and others for temporary buffs.

     

    My favorite Wood Elf (I played several different ones) was running around with Quick as a Flash + Multiple Shot as a power-up combo, Multi Hit for crowd control, and Explosive for champions and bosses. Later in game I used Penetrating as an alternative for Explosive. Explosive Arrow offers huge damage, but it has lowered Attack rating, so it misses rather often when used against opponents with good stats. Later in game Penetrating Arrow was a good thing to spam on Dragons. Still, after 4x Explosive arrow combo, bosses usually had not all that much health left, and that was usually taken with Penetrating Arrows. Also I had a few runes in Recuperation, just to use it as a back-up in critical situations. I never really used Companion of the Woods, but that was due to technical issues, not because I found it weak. I played unpatched Underworld (it was only recently that I found the latest patch that agreed to install on my version of the game), and I could not get Companion runes for my WEs, because they just did not drop and could be obtained only by exchange (same was with Lightning runes for my BMs). Probably it got fixed in the latest versions.

     

    If you want Moon Magic to be used for damage, it's better to do it with a character who specializes in magic. For a hybrid, the damage would be underwhelming, so bow-wielders fare better with only buffs from the magic school. So for the bow build, there is no actual need to take Magic Lore, and whether or not you would want Moon Magic or Meditation depends on how often you would use the buffing spells.

     

    As for not having enough runes, there is only one way with which I, personally, remedy it - questing. Almost all side quests have a solid chance of being rewarded with a rune, even two if you are low-level in Silver difficulty. I can remember a couple of quests that most probably won't be rewarded with runes, but most would. The quests are also the best way to get set items in campaign (I'm not talking about boss-hunting because it's mostly for multiplayer). The set piece reward system seems to be similar to what we have in Sacred 2 - the more quests you complete, the easier is to get a set item as a reward.

     

    Some people also have special characters for rune farming, because the less runes you read the more would drop from monsters. But I never considered such farming with a warrior character fun. It's also possible to gather runes by starting a new character specifically for it - start in Silver, complete quests in Bellevue, get 2 runes from each, then give them to the old character. But that's an artificial method which not all people like.

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